130 lines
3.5 KiB
C++
130 lines
3.5 KiB
C++
#include "app/core/widget_state_capture.h"
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#include "absl/strings/str_format.h"
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#if defined(YAZE_ENABLE_IMGUI_TEST_ENGINE) && YAZE_ENABLE_IMGUI_TEST_ENGINE
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#include "imgui.h"
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#include "imgui_internal.h"
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#else
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#include "imgui/imgui.h"
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#endif
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#include "nlohmann/json.hpp"
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namespace yaze {
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namespace core {
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std::string CaptureWidgetState() {
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WidgetState state;
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#if defined(YAZE_ENABLE_IMGUI_TEST_ENGINE) && YAZE_ENABLE_IMGUI_TEST_ENGINE
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// Check if ImGui context is available
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ImGuiContext* ctx = ImGui::GetCurrentContext();
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if (!ctx) {
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return R"({"error": "ImGui context not available"})";
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}
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ImGuiIO& io = ImGui::GetIO();
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// Capture frame information
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state.frame_count = ImGui::GetFrameCount();
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state.frame_rate = io.Framerate;
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// Capture focused window
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ImGuiWindow* current = ImGui::GetCurrentWindow();
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if (current && !current->Hidden) {
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state.focused_window = current->Name;
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}
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// Capture active widget (focused for input)
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ImGuiID active_id = ImGui::GetActiveID();
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if (active_id != 0) {
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state.focused_widget = absl::StrFormat("0x%08X", active_id);
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}
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// Capture hovered widget
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ImGuiID hovered_id = ImGui::GetHoveredID();
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if (hovered_id != 0) {
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state.hovered_widget = absl::StrFormat("0x%08X", hovered_id);
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}
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// Traverse visible windows
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for (ImGuiWindow* window : ctx->Windows) {
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if (window && window->Active && !window->Hidden) {
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state.visible_windows.push_back(window->Name);
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}
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}
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// Capture open popups
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for (int i = 0; i < ctx->OpenPopupStack.Size; i++) {
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ImGuiPopupData& popup = ctx->OpenPopupStack[i];
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if (popup.Window && !popup.Window->Hidden) {
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state.open_popups.push_back(popup.Window->Name);
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}
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}
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// Capture navigation state
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state.nav_id = ctx->NavId;
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state.nav_active = ctx->NavWindow != nullptr;
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// Capture mouse state
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for (int i = 0; i < 5; i++) {
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state.mouse_down[i] = io.MouseDown[i];
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}
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state.mouse_pos_x = io.MousePos.x;
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state.mouse_pos_y = io.MousePos.y;
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// Capture keyboard modifiers
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state.ctrl_pressed = io.KeyCtrl;
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state.shift_pressed = io.KeyShift;
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state.alt_pressed = io.KeyAlt;
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#else
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// When UI test engine / ImGui internals aren't available, provide a minimal
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// payload so downstream systems still receive structured JSON. This keeps
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// builds that exclude the UI test engine (e.g., Windows release) working.
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return R"({"warning": "Widget state capture unavailable (UI test engine disabled)"})";
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#endif
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return SerializeWidgetStateToJson(state);
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}
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std::string SerializeWidgetStateToJson(const WidgetState& state) {
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nlohmann::json j;
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// Basic state
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j["frame_count"] = state.frame_count;
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j["frame_rate"] = state.frame_rate;
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// Window state
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j["focused_window"] = state.focused_window;
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j["focused_widget"] = state.focused_widget;
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j["hovered_widget"] = state.hovered_widget;
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j["visible_windows"] = state.visible_windows;
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j["open_popups"] = state.open_popups;
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// Navigation state
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j["navigation"] = {
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{"nav_id", absl::StrFormat("0x%08X", state.nav_id)},
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{"nav_active", state.nav_active}
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};
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// Input state
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nlohmann::json mouse_buttons;
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for (int i = 0; i < 5; i++) {
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mouse_buttons.push_back(state.mouse_down[i]);
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}
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j["input"] = {
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{"mouse_buttons", mouse_buttons},
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{"mouse_pos", {state.mouse_pos_x, state.mouse_pos_y}},
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{"modifiers", {
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{"ctrl", state.ctrl_pressed},
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{"shift", state.shift_pressed},
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{"alt", state.alt_pressed}
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}}
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};
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return j.dump(2); // Pretty print with 2-space indent
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}
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} // namespace core
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} // namespace yaze
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